Welcome to my first article on Eternal Draft. If you checked out all the stuff I’m into on this site, it won’t come as a surprise that I’m super busy, and I don’t get to play Eternal much. If I’m lucky I’ll get to do 4 or 5 Eternal draft a month. Normally this lands me somewhere in Gold, as I have my share of ups and downs in Eternal draft. I play constructed a bit more, and my win % is quite high, so I usually end up somewhere in Diamond.

This last month however, I achieved Diamond in Eternal draft on the back of four straight 7-win drafts. What was really cool about this was that each draft was a different faction pairing, showing that there are many viable options to be competitive in draft (and I believe constructed too). I don’t have details of all the games of course, and that would be too much info anyway, so I’m just going to focus on the decks, and some tips on how to draft the different archetypes.

Seek Power in all the factions!

One thing to note was that all of the decks had a significant amount of buffs, both spells and weapons. Typically this would seem risky, as you’re opening yourself up to 2-for-1’s, but the removal isn’t great in Eternal draft right now, with only Shadow having much in the way of straight up removal. Primal has some as well, but it’s mostly conditional as well. Against these factions, you slow roll your buffs for sure, hoping to draw out their removal before arming up one of your guys. That being said, a lot of the removal is conditional, and once you buff your dude to x/5 or above, all the damage spells become irrelevant.

This leads me to my first assessment of the Eternal Draft format: Most games end with the winner quick-drawing or flying over with a buffed battleship. So, you have to either have lots of fliers, and/or lots of removal, and/or push faster with more effecient ground creatures supported by tricks and disruption (like in my last deck). Most of the games I win this way, and when I lose, it’s usually because my opponent has a giant (usually flying) creature I have no way to interact with.

This leads to another aspect of the Eternal Draft format: ground stalls. Unless a player curves out, and the other player has a bad draw, many games end up in a ground stall with huge units unable to attack favourably into a mass of opposing ground troops. A couple high health units, and/or a big unit with a single weapon, can quite often just stop the ground game in its tracks. You can’t attack them, as the big guy will eat your biggest guy while they profitably block the rest AND the big guy can’t attack as a gang block eats up the advantage. Throw in a trick, and welcome to blow out city. Hence the high number of ground-stall games, and the ever-increasing value of evasion.

For this reason, I think maindecking 1 or 2 ways to deal with attachments is totally legit in Eternal draft (although I didn’t do that in any of my decks, because I was executing a perfect battleship plan). If the best decks are crushing with creatures out of reach in size, weapon removal almost equates spot removal when you can deal with the creature that is left with what you have on the board. This also makes Violent Gust a top tier removal spell in my opinion as most games come down to flying.

I draft entirely open. I don’t force anything during draft, and start by taking the best cards. I follow the acronym used in Magic: the Gathering draft: B.R.E.A.D.S. and I believe this carries over 100% to Eternal draft. Pick in descending order: Bombs -> Removal -> Evasion -> Attack -> Defense -> Special/Synergy/Sideboard. Although control is my favourite archetype by far, it is still under-powered in constructed, and even more so in draft. I do not recommend attempting to draft a control deck. There are too many aggressive options that give card advantage and/or resilience of some sort. Pair that with overall, weak, conditional removal and lack of card draw options, and you have a recipe for disaster.

That being said, picking a pure aggro deck in Eternal draft can be quite dangerous too, as all it takes is one fatty on your opponent’s side, and you’re shut down. My first and last decks were all-in aggro, and I’m going analyze why they were able to go all the way below. Overall, I would say that the safest route is a midrange deck: with early pressure, interaction, fatties, and expensive, late-game bombs.

My two losses were to power screw, but this was expected with this greedy, 15-sigil deck with literally no fixing other than a banner and 2 strangers. Thankfully my curve topped at just four 5-drops, so I was able to put one of each monument to very good use during the tournament.

I first-picked the Rakano Artisan as it’s good, and I also needed to complete my playset. This put me on a pants plan, and I got my weapon total up to 11 (5 unit, 6 relic) to really reap some value off the Artisan. Enforcer was another treat for this deck, as one of the best rares in the game. Throne Warden is busted and always made the game was in my favour.

For pants I ended up getting: 2 Heavy Axe (which I love), 1 Crownwatch Longsword, 2 Ornate Katana, and a Rampage. These usually ended up on one of my many fliers or one of my two Brightmace Paladins. My general plan with weapons is to only play them when: A) My opponent has no blockers or power up to fast spell/ambush blow out, or B) The weapon buff will put my unit just out of reach. This way my opponent commits time and power to what they think is an answer to my threat, only to have me make it irrelevant by using buffs to insure no profitable blocks for my opponent.

This deck had a lot of Warcry too, which snowballed onto my weapons, fliers and paladins. I wouldn’t normally play 2 Mithril Mace, but I was lacking removal, and I put them to good use. The 2 Aspirants were key as well, quite often going all the way. Although this deck was strong, I felt like it was the weakest/fairest out of the bunch, and I had some tough battles.

This was another blast through the tournament, with my only loss was to the classic redraw into single-colour screw. This doesn’t happen very often, and I think the recent redraw update was a great step in preventing this from happening by making the first hand more acceptable. You really have to check your greed now.

I had a lot of the most powerful Combrei cards in this deck. 2 Awakened Students, 2 Karmic Guardians, and a Desert Marshal is a great start. I had one of each of the good weapons: Ornamental Daggers, Crownwatch Longsword, and Stalwart Shield. These usually geared up a Brightmace Paladin, Karmic Guardian, or Towertop Patrol after my early drops soaked up my opponent’s interaction.

I tried Copperhall Blessing, and it was all right, one time a blowout, but it could be argued I was winning that game already. In short, I would play it again, but I wouldn’t be upset if I had to cut it either.

You’ll notice I went with 17 sigils this time, as I had a much higher curve than the other decks. I also only had a single Amber Acolyte to help fix my power & influence. I will also play Alchemical Blast if I don’t have much in the way of tricks or removal, which I didn’t in this deck as I only had 2 Finest Hours otherwise. It was decent for me, but there were a couple games against other ‘big’ decks where they didn’t play any x/2’s and it sat in my hand waiting for a good moment. There were also a couple games where the 2 damage sped up my clock by one turn, which was significant for a deck that shouldn’t have that type of reach, and probably caught some opponents who were mathing the race off guard.

This was my favourite deck of the bunch as I got to really abuse 2 Second Sights with: 2 Ornamental Daggers, 1 Find the Way, 1 Static Bolt, and a Pteriax Hatchling.

Only loss was a close game to a top deck sigil to activate a Flight Lieutenant. The ground was stalled up with tons of big creatures and I was winning next turn with small fliers. It was a great, nail-biting game though!

Also, I didn’t draw Sapphire Dragon or Dormant Sentinel in all 8 games!

Again, I forced 15 sigils, even with some big drops. I recognized I was being greedy but thought that I would get there with 1 Seek Power, 2 Elysian Strangers, 1 Find the Way, 2 Second Sight, 1 Amber Acolyte, and an Ancient Lore. I was prepared to tweak the deck if I lost to power screw, but that never happened once. So this combo of fixing and draw seems to be good enough to get there.

Of all my drafts, this one maybe felt the most unfair. I had big butts holding up the ground and almost half my units flying, I consistenly executed this strategy without much resitance from my opponents. The Daggers almost always went on said fliers to speed up the clock, Infinite Hourglass was huge, and Stormcaller was great at helping clear opposing fliers. It’s interesting to note that I had very little removal or tricks in this deck: just a Static Bolt, Stormcaller, a Praxis Displacer, and Stormcaller. That just goes to show that a deck can win with strong defenders and evasive attackers, and little to no disruption.

Stonescar Aggro Tempo [Easy/Lucky7-1 with loss to a no creature hand off a redraw]

This deck was so good, yet had no bombs. Topping off the curve with only two 4-drops, and two 5-drops, I always had tons of action, and got greedy with the 15 power deck with just 1 Seek Power & 1 Stonescar Stranger. However, 19 of my 11 cards cost 2 or less, so I was good to go off a 2 sigil redraw. I call this deck tempo because it wins by playing a threat first, and then removing and/or tricking your way through for less mana than their blocker. Rinse and repeat until they die. I have played this archetype in Magic as well: Red/Black Grizzly Bears. If you keep removing and/or going over top of their blockers, it doesn’t matter what creatures you play, they could just be 2/2’s for 2, and you will win.

I even played the Shadowlands Guide with just 4 targets, and got good value off of it during the draft. Double Torch & Suffocate made for easy removal of early blockers, allowing me to push damage every game. I find this deck interesting as it has no big creatures at all. I thought for sure that I would get stonewalled by something big eventually, but I always had a way to push through: some pump or debuff to edge combat always into my favour.

I first-picked Smuggler’s Stash although I don’t think I even cast it once. I had it in my hand, but was holding off for more value, which was never necessary. That’s how smoothly this deck cut through the competition.

I felt like this run was a little lucky though, and that at any time, if my opponents played some defensive creatures that I couldn’t answer, I would be stuck. I also curved out every game, and tempo decks get punished more than any archetype for not using all their power every turn. So that was lucky. I also didn’t flood. Again, this was lucky, as this type of deck is the worst for flood because you are using a bunch of small, low-cost, expendable resources ultra-aggressively, sacrificing them to deal push any amount of damage. You do this only with the faith that you will continue to draw ways to deal a few more points of damage. Any extra sigils can easily cost you the game. I played to my outs, and always rushed, and always got that last card needed.

AND there you have it for my Eternal Draft win streak. My next Eternal draft was another Elysian fliers deck, but it only went 5-3 so I didn’t bother writing about it. Until next time!